05-22-2014, 01:04 PM | #1 |
Join Date: Nov 2011
Location: South Dakota, USA
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Partial Levels Of Super Jump and Enhanced Move
Enhanced Move already allows for half levels via RAW p. B52. Super Jump does not. As Super Jump is a multiple applied at the end of calculating Jumping distances, mechanically there doesn't seem to be an issue with allow a half level of Super Jump. In fact, for both Advantages, I am starting to wonder if this isn't a repeat of "Temperature Tolerance" in 3e; when introduced Temperature Tolerance was a 10 point/Level Advantage, but was later (literally) decimated as both the cost of the effect and actual Tolerance granted were divided by 10.
I don't know how handy such a thing would be, but as I was working on a Fantasy Folk style of race I realized that at least I could see a definite use, especially with how Enhanced Move can interact with Super Jump. Of course Jumping Skill is also an option, but all three together while allowing partial levels both keeps from inflating costs as well as providing more accurate movement statistics to what I had in mind; a race that is naturally a little faster on their feet at running, and noticeably better than humans at jumping (especially leaping after a running start) without being "crazy" good at it... and requiring training (Jumping Skill) to really show the full benefit. So I am sure someone else has considered this... is there anything about this in RAW? Anyone using house rules to allow it want to share how well (or how poorly) it worked out? I was thinking of Enhanced Move at 2 points/Level and Super Jump at 1 point/Level, but the multiplier is now [1 + (Level/10)]. So one level would multiple the relevant statistic by 1.1, 22 levels by 2.2, etc.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
05-22-2014, 02:07 PM | #2 |
Join Date: Mar 2013
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Re: Partial Levels Of Super Jump and Enhanced Move
I don't know if it would break anything too severely.
Instead of super jump, I used Flight, Requires Surface -20%. This gives an anime style super jump (Bleach, Blue Seed) instead of either normal jumping or flight. The limitation is from Powers, and it means you must push off do a surface every five seconds or you start falling.
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05-22-2014, 02:20 PM | #3 | |
Join Date: Nov 2009
Location: Oregon
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Re: Partial Levels Of Super Jump and Enhanced Move
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05-22-2014, 02:29 PM | #4 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Partial Levels Of Super Jump and Enhanced Move
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I was working on three "power levels" for the race, because I hadn't decided the exact nature of any hypothetical campaign I might use them in: one at the Racial Template Level of Basic Set, one at the more detailed* level of Fantasy Folk, and one for the high point level of four color fantasy setting (or as the "not from around here" kind of Super in something more modern). That Advantage is pretty much exactly what I needed for the last of those three. ;) My question is more looking at the base or slightly more advanced "power level". A bit like if I wanted to do a rabbit themed Super I would give him at least a few Hearing related Advantages (even ones rabbits don't normally have), but at the super simple, budget race I'd just add a level or two of Acute Hearing. Though perhaps not extremely simple, being able to add Enhanced Move (Ground) x 0.1 [2]* and Super Jump x 0.1 [1]* plus racially learned Jumping @ DX** fits both points and concept a lot better than extremely limited Flight, playing with Attributes/Secondary Characteristics/Jump Skill for similar results and definitely better than having to overpay and just disallowing the full benefits of the paid for Advantage. *Phrasing it in light of the RAW point costs; wasn't sure if that was more or less confusing that using my suggested altered notation from the first post **In part because of slightly increased capability and in part because they think differently than actual humans: "Of course we jump to do that, why would we walk or climb or build stairs?"
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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05-22-2014, 02:33 PM | #5 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Partial Levels Of Super Jump and Enhanced Move
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Though your point that a Sprint Bonus already acts like a partial level of Enhanced Move... I'll have to check that later. Given my own clumsy calculations it is less that I doubt your numbers and more that something seems "off" about it working that way.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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05-22-2014, 04:35 PM | #6 | |
Join Date: Nov 2009
Location: Oregon
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Re: Partial Levels Of Super Jump and Enhanced Move
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Partial levels could certainly work on higher levels of Enhanced Move, where there's currently a big gap between one level and the next. It could also work fine on Super Jump. Last edited by vierasmarius; 05-22-2014 at 07:06 PM. |
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05-23-2014, 06:58 AM | #8 |
Join Date: Oct 2007
Location: Vermont
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Re: Partial Levels Of Super Jump and Enhanced Move
Yes, this is what I would do.
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Tags |
enhanced move, jumping, levels, partial, super jump |
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